"An Ogre has arrived!"
The Ogre is a mini-boss with very high health and physical strength. Its arrival is announced to all players in yellow text, complemented with an ominous horn sound.
An Ogre first appears on the second level, Foundries and Forges, where it spawns from the middle set of doors on the final wave. They are commonly seen in the last several waves of levels, and frequently in Survival Mode. Ogres are even more common on Nightmare difficulty, sometimes spawning on the very first wave of Campaign missions.
The Ogre's color and health varies widely: by the map, wave number, difficulty, game mode and number of players; blue Ogres can have as little as 50,000 health, while purple Ogres can exceed 100 million health in Survival Mode with 4-6 players. On Nightmare, Ogres may have an elemental affinity.
Attacks and Behavior
Ogres move much slower than most enemies. Players nearby can feel every step they take from their screen shaking (if enabled). Ogres initially attack the first hero or physical defense they see or take damage from. If another hero or defense deals more damage to it, it will change target. Once in-range of its initial target, the Ogre will fire a poison snot ball at it before approaching and swinging its club (randomly between pounding and swiping). The projectile does not damage Eternia Crystals. Vertical pounds can hit the same target(s) twice for close to double damage, while horizontal swipes cover a wider area. Being hit by an Ogre's club will cause some knockback to heroes.
Once an Ogre drops below 50% HP, it will stop for a moment and roar before continuing to move or attack. This gives a useful break to reposition oneself to continue the assault. On higher difficulties, this roar is shorter.
Ogres cannot be stunned in any way, including shock from Lightning Towers, Shock Beams, and Lightning Stance. Gas Traps and Enrage Auras have no effect on them. They are also immune to knockback from any hero or tower; the only exceptions to this are: being hit by a Weighted Companion Cube, Series EV's Proton Charge Blast, or the Countess's Joust ability.
Ogres carried by Goblin Copters are considerably stronger, with more health and attack power. These airdrop Ogres wear a bomber hat and a single goggle to cover their one eye. However, they cannot damage Eternia Crystals in any way.
A smaller-sized Ogre variant was introduced in 2011 with the "Halloween Spooktacular!" challenge. They are typically not as strong as regular Ogres and their melee attacks do not reach as far, but they often spawn in greater numbers. They spawn in the Servants Quarters on Nightmare. At the City in the Cliffs, Mini-Ogres and mixed in with normal-sized Ogres and Copter Ogres (also normal size). In The Tinkerer's Lab, the Goblin Copters carry Mini-Ogres instead of Copter Ogres which can damage Eternia Crystals.
- Similar to dealing with Kobolds, do not place your front-line physical defenses right up against the Eternia Crystal(s). Otherwise, an Ogre's club will hit the crystal through your defenses.
- Including the shockwave from vertical pounds, an Ogre's melee range is approximately the maximum length for a 1 DU Reflection Beam.
- Darkness Traps, though do not cause the Ogre to lose its target, will strip the Ogre of its elemental affinity on Nightmare.
- Ensnare Auras can slow down the Ogre's movement speed, but not its attack rate or roar animation.
- Strength Drain Auras can significantly reduce the amount of damage Ogres inflict. As of patch 7.30 (PC), the auras will also disable their elemental affinity.
- Spider Minions throw webs that drastically reduce the movement speed of Ogres and prevents them from firing poison snot balls. Entangled Ogres also take double damage from both towers and heroes.
- With enough hero speed, it is possible to kite the Ogre indefinitely by backing out of its melee range when while it is targeting you. This protects your defenses and allows teammates to easily attack the Ogre or repair defenses without getting hit.
- If you have a non-damaging wall in place (such as a Spike Blockade placed backwards, Magic Blockade, or Physical Beam) with a damage-dealing tower a distance behind the wall, the Ogre will spend several seconds attempting to attack the damage-dealing tower before resorting to attacking the wall. This can give the player(s) some time to deal additional damage to the Ogre without it swinging its club at anything. The higher and more frequent the damage, the longer the Ogre will stand there.
- Later on into game prOgression, Lightning Towers become an invaluable asset to aggro Ogres away from Eternia Crystals and lure them to a 'kill zone' where the bulk of a defense build's firepower lies.
- Since Ogres can have an elemental alignment on Nightmare, Strength Drain Auras and/or Darkness Traps are needed to catch those otherwise immune to lightning.
- On more open maps, like the Talay Mining Complex, minions are a great alternative to turn Ogres away from nearby Eternia Crystals. With one or more Mage Minions, a pack of high-health minions on a buff beam under a Strength Drain Aura can withstand their attacks for a long time without any player intervention.
- Ogres can get stuck on Eternia Crystals and won't swing at it if its other target is outside melee range.
- The Jester's "Damage All" (3-Sword) wheel combination will instantly aggro all Ogres on the map to her.
- Two challenges have a central focus on the Ogre; Ogre Crush (where the heroes must defend the Eternia Crystals from waves of Ogres exclusively), and Unlikely Allies (where the heroes must protect an Ogre instead of an Eternia Crystal).